Internet Networking [Help, Please?
by InteractIM · in Technical Issues · 01/14/2007 (6:26 pm) · 10 replies
Greetings, all -
I have been trying for half a day here to get starter.fps (ok - I started with my own code, then fell back in desperation) to network across the Internet.
The network configuration:
Dedicated:
Windows 2003 Server Std. Edition sitting on a gigabit to a multigig backbone. I've moved this machine into the DMZ physically - so it's wide open (urk!)
Client:
Windows XP SP2 sitting on a DS3 gatewayed open to the Internet. It's also been moved into the DMZ (double-urk) and the pseudo-firewalling turned off.
When I launch [server-side] torqueDemo.exe -game starter.fps -dedicated -mission starter.fps/data/missions/stronghold.mis - I get the white Torque "tutorial base" window - and nuttin' else.
I then try the starter.fps and I get to the game. I query and get no servers.
Ok - second symptom:
I modify the code-base to link to my own masterserver (running the masterserver.pl I found lurking here) by changing the master0 pref to my own address and port 28002. Modify masterserver.pl to reflect that port.
When I query master on the client, the master server echos the client-side query fine (proving the client-side is reaching out...) and returns no servers avail. I never see my serverside hit the masterserver.pl.
third symptom:
Going back to the stock base code, but changing the game type, I try using gnomen's garage game server monitor to look up my dedicated server - not found.
Four now? Should leave off the numbering, eh?:
I tried a: torqueDemo.exe -game starter.fps -connect my.dedicated.ip.address and torqueDemo.exe -game starter.fps -connect my.ip.address:28000 - the client always times-out.
Finally, I tried beating my head against the All In One's chapter six (and alternative chapter six) code. I can get the client to find my masterserver, but nothing ever from the dedicated server. I tried both the code in the book and the very different code on the disk. ;)
Then I put together another server, slapped it on a different subnet at the DC, and rinsed/lathered/repeated. Still no go.
Oh - and I even tried sacrificing two employees to the network.code.gods. That didn't work either. Presumably because they were low-value-assets anyway...
So - any ideas short of "hang yourself with a USB cable" ?
TIA for any pointers!
(P.S. netstat -a doesn't see anything listening on 28000 either. Although it does see the masterserver.pl script when I run it on 28002)
--- Jodie for InteractIM
I have been trying for half a day here to get starter.fps (ok - I started with my own code, then fell back in desperation) to network across the Internet.
The network configuration:
Dedicated:
Windows 2003 Server Std. Edition sitting on a gigabit to a multigig backbone. I've moved this machine into the DMZ physically - so it's wide open (urk!)
Client:
Windows XP SP2 sitting on a DS3 gatewayed open to the Internet. It's also been moved into the DMZ (double-urk) and the pseudo-firewalling turned off.
When I launch [server-side] torqueDemo.exe -game starter.fps -dedicated -mission starter.fps/data/missions/stronghold.mis - I get the white Torque "tutorial base" window - and nuttin' else.
I then try the starter.fps and I get to the game. I query and get no servers.
Ok - second symptom:
I modify the code-base to link to my own masterserver (running the masterserver.pl I found lurking here) by changing the master0 pref to my own address and port 28002. Modify masterserver.pl to reflect that port.
When I query master on the client, the master server echos the client-side query fine (proving the client-side is reaching out...) and returns no servers avail. I never see my serverside hit the masterserver.pl.
third symptom:
Going back to the stock base code, but changing the game type, I try using gnomen's garage game server monitor to look up my dedicated server - not found.
Four now? Should leave off the numbering, eh?:
I tried a: torqueDemo.exe -game starter.fps -connect my.dedicated.ip.address and torqueDemo.exe -game starter.fps -connect my.ip.address:28000 - the client always times-out.
Finally, I tried beating my head against the All In One's chapter six (and alternative chapter six) code. I can get the client to find my masterserver, but nothing ever from the dedicated server. I tried both the code in the book and the very different code on the disk. ;)
Then I put together another server, slapped it on a different subnet at the DC, and rinsed/lathered/repeated. Still no go.
Oh - and I even tried sacrificing two employees to the network.code.gods. That didn't work either. Presumably because they were low-value-assets anyway...
So - any ideas short of "hang yourself with a USB cable" ?
TIA for any pointers!
(P.S. netstat -a doesn't see anything listening on 28000 either. Although it does see the masterserver.pl script when I run it on 28002)
--- Jodie for InteractIM
#2
01/20/2007 (12:50 am)
Everyone has this problem even me :'(
#3
01/20/2007 (12:51 am)
Try setting up your own master server. ( the master server is when you press query then it shows a list of servers the master server is the LIST )
#4
Check main.cs in the root directory and try to understand the order in which it process command-line arguments:
Basically it says that if you write string argument "-game starter.fps" in your startYourDedicatedServer.bat BEFORE "-dedicated - mission [mission path]" string argument , then this script wil start "$defaultGame" as it says in script, and, if you check the top of main.cs file - most likely you will find that $defaultGame = "Tutorial.Base" ( = White Screen, not your game).
As you post your call, i can see you did exactly this "error": had written -game arg before -dedicated -mission arg.
So you can either change $defaultGame setting in main.cs, or change the arguments order in your *.bat file (or commind-line call string)
Check my way of calling dedicated server:
And this:
http://www.garagegames.com/docs/tge/general/apbs05.php
I choose just to change the order of calling, not touching $defaultGame setting, though it is no sin to change it i think.
Man, i strongly wish it will help you!
01/24/2007 (10:59 pm)
I faced the same problem when tryed to setup dedicated server and dedicated client, but solved it. Here is what can probably help:Check main.cs in the root directory and try to understand the order in which it process command-line arguments:
Basically it says that if you write string argument "-game starter.fps" in your startYourDedicatedServer.bat BEFORE "-dedicated - mission [mission path]" string argument , then this script wil start "$defaultGame" as it says in script, and, if you check the top of main.cs file - most likely you will find that $defaultGame = "Tutorial.Base" ( = White Screen, not your game).
As you post your call, i can see you did exactly this "error": had written -game arg before -dedicated -mission arg.
So you can either change $defaultGame setting in main.cs, or change the arguments order in your *.bat file (or commind-line call string)
Check my way of calling dedicated server:
torqueDemo_DEBUG.exe [b]-dedicated -mission[/b] development_of_syberia/data/missions/first.mis [b]-game[/b] development_of_syberia
And this:
http://www.garagegames.com/docs/tge/general/apbs05.php
I choose just to change the order of calling, not touching $defaultGame setting, though it is no sin to change it i think.
Man, i strongly wish it will help you!
#5
I am also trying to get our game working over the internet.
I have created a shortcut starting our game with the following: C:\SVN\SDK\example\torqueDemo.exe -dedicated -mission starter.fps/data/missions/Pyramid2.mis -game starter.fps
We can see and join this server over the LAN but not through the Query Master/internet function!
Any ideas why this does not work?
01/26/2007 (2:07 am)
Hi I am also trying to get our game working over the internet.
I have created a shortcut starting our game with the following: C:\SVN\SDK\example\torqueDemo.exe -dedicated -mission starter.fps/data/missions/Pyramid2.mis -game starter.fps
We can see and join this server over the LAN but not through the Query Master/internet function!
Any ideas why this does not work?
#6
What OS are you running your server on? I never did get it running on Windows Server 2k3. Vitla's suggestion did help with the Linux-server side of the house however. (We'd kinda stumbled upon the same solution. Changing main.cs)
I didn't explore any further on 2k3. We don't plan on running it on Windows in production anyway. Since the production target works well, there wasn't any real desire/need to keep poking at the Windows server...
Are you running your own Master server? If so - which one? Or did you "roll your own"? (That's what we did in the end, just as a speed/memory/stability thing. It's so simplistic it only took a half hour to whack it out in nice fast and tight C)
One thing you can try is putting a "-connect your.ip.address" in the client-side startup line or batch file. See if it times out, and also check the server-side to see if you see your client hitting the server or not. That should help narrow down which side you're running into the problem on - the client or the server.
--- Jodie for InteractIM
01/26/2007 (1:47 pm)
Soeren,What OS are you running your server on? I never did get it running on Windows Server 2k3. Vitla's suggestion did help with the Linux-server side of the house however. (We'd kinda stumbled upon the same solution. Changing main.cs)
I didn't explore any further on 2k3. We don't plan on running it on Windows in production anyway. Since the production target works well, there wasn't any real desire/need to keep poking at the Windows server...
Are you running your own Master server? If so - which one? Or did you "roll your own"? (That's what we did in the end, just as a speed/memory/stability thing. It's so simplistic it only took a half hour to whack it out in nice fast and tight C)
One thing you can try is putting a "-connect your.ip.address" in the client-side startup line or batch file. See if it times out, and also check the server-side to see if you see your client hitting the server or not. That should help narrow down which side you're running into the problem on - the client or the server.
--- Jodie for InteractIM
#7
Please read this thread for more information about our problem: http://www.garagegames.com/mg/forums/result.thread.php?qt=57131
01/28/2007 (1:24 am)
Our plan is to use the master server supplied to Torque. Apperently people have a lot of problems with getting there game on the list of that server, and that i our problem as well... I seems that there are no easy solution if it does not work, and the only way to get it working is to setup your own master server - which I have absolutely no idea of how to do...Please read this thread for more information about our problem: http://www.garagegames.com/mg/forums/result.thread.php?qt=57131
#8
I certainly hope you realize this server is provided as a courtesy example of how communicating with a master server could work, and is not intended for commercial or even consistent use.
01/28/2007 (10:19 am)
Quote:
Our plan is to use the master server supplied to Torque.
I certainly hope you realize this server is provided as a courtesy example of how communicating with a master server could work, and is not intended for commercial or even consistent use.
#9
01/28/2007 (10:29 am)
Our project is by no means commercial, and will be available to download free of charge. I had no idea that the server supplied by garagegames only was meant as an example. Why can I then see 17 Orbz servers and 24 ThinkTanks on http://www.gnometech.com/ listed on the master server? Do they pay for that service or how does this work?
#10
TNL includes a master server.
01/28/2007 (11:25 am)
They don't pay for the service. They simply bought the games and GG uses their master server to hook people up.TNL includes a master server.
Torque Owner InteractIM